The European Gaming Congress is excited to introduce a panel discussion that provides an insightful look into the intersection of marketing, slot branding, gamification, and branded loyalty programs in the iGaming industry. This panel brings together industry experts to explore the transformative power of these strategies. Our goal — to protect and expand the frontiers of the video game industry in the US — operates at the center of all that we do. Our work on federal, state, and local matters is shaped by the issues that impact our members most. We partner with our members to set our priorities and lead the video game industry forward.
- “RWA supports all government efforts to combat illegal offshore providers and reminds customers to visit ACMA.gov.au if they aren’t sure if a site is legal.
- Synot Interactive has extensive practice as a top iGaming B2B, and this is thrilling to unite with them as we further expand our presence in authorized markets.
- Innovative provider ESA Gaming has appointed Craig Asling as its new Head of Games, as the supplier sets out to boost its content portfolio.
- We are the video game industry, reimagining entertainment for billions of players around the world.
Founding members of the ESA included Sony Interactive Entertainment, Nintendo, Electronic Arts, Capcom, and others. Our members receive access to a wide variety of research outputs, from our annual consumer report to more focused projects on topics such as console and PC players, video game use, streaming, and emerging technologies. Members are also active participants in our research efforts and help to drive the association’s research agenda. The Entertainment Software Association (ESA) is the trade association of the video game industry in the United States. It was formed in April 1994 as the Interactive Digital Software Association (IDSA) and renamed on July 21, 2003. It is based in Washington, D.C. Most of the top publishers in the gaming world (or their American subsidiaries) are members of the ESA.
ESA Gaming bolsters EasySwipe™ offering with Baccarat launch
rocket racer game’s mobile-first content is now accessible to a new audience of players in Italy through a strategic collaboration with Microgame, a prominent platform supplier serving over 55 Italian operators. ESA Gaming has expanded the reach of its EasySwipe casino content portfolio after forming a global distribution partnership with Synot Interactive. ESA Gaming’s EasySwipe™ portfolio is designed for seamless integration, offering the best quality casino games which are proven to increase cross-selling capacity for operators, without cannibalising traffic to sportsbooks.
The Entertainment Software Association serves as the voice and advocate for the video game industry. Asling brings a wealth of industry experience and expertise and joins from iSoftBet where he spent seven years, most recently in the role of Studio Lead and Game Producer. Before his venture into the iGaming industry, Asling held several positions in the video games sector.
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The esports sector presents a major opportunity to create new jobs, spur economic growth and encourage tourism. After initial success since the introduction of the games collection in 2020, the appointment of Asling will see the portfolio strengthened further as ESA Gaming continues to execute its growth strategy across numerous regulated markets. The Entertainment Software Association (ESA) published a report this week detailing the benefits gamers report around the world. The Power of Play 2023 Global Report collects findings from global surveys as well as several academic studies to detail the positive benefits to gamers around the world. The report’s findings show that gamers near-universally find gaming to have positive effects on their life, including reducing stress, assisting with feelings of isolation and helping them have fun. Our team is elated to incorporate ESA Gaming’s innovative, first mobile-friendly gaming content into our portfolio, enhancing our products even further.
The Entertainment Software Association (ESA) is where the major players of the video game industry work together to support the bright future of video games. ESA’s most recent data from the 2023 Essential Facts shows that 96% of Americans believe video games have social, emotional and mental benefits – well beyond the original purpose of entertainment. And while the number one reason we play games is still to have fun, there is growing evidence that there are benefits beyond entertainment.
Here’s what you can expect at the European Gaming Congress:
The portal’s primary goal is to keep its extensive reader base updated on the latest happenings, trends, and developments within the gaming and gambling sector, with an emphasis on the European market while also covering pertinent global news. It’s an indispensable resource for gaming professionals, operators, and enthusiasts alike. Offering comprehensive coverage on all aspects of the gaming sector, EuropeanGaming.eu includes online and land-based gaming, betting, esports, regulatory and compliance updates, and technological advancements. Regular features encompass daily news articles, press releases, exclusive interviews, and insightful event reports. Offering comprehensive coverage on all aspects of the gaming sector, our daily posts include online and land-based gaming, betting, esports, regulatory and compliance updates, and technological advancements. Today, 66 percent of Americans—more than 215 million people of all ages and backgrounds—play video games regularly. Three quarters of players are over 18, and the average age of a video game player is 33.
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Furthermore, Synot Interactive’s gamification tools and tournaments will continue to add depth to their gaming ecosystem. Esports generate significant public engagement with worldwide viewership in the hundreds of millions, often exceeding the viewership of traditional sports. Professional teams and leagues in the U.S. and throughout the world offer sponsorship and endorsement opportunities, as well as exclusive programming deals with traditional mainstream media and online streaming platforms.
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When I give my daughter screen time, I would always prefer her playing video games over watching YouTube clips or passively consuming TV shows. With video games, she is learning to make decisions, solve problems, and handle losing in a positive way. There is a growing body of research that shows the power of video games in teaching positive behaviors and cognitive skills. Perhaps most surprisingly, the report shows that just as many adults over the age of 45 are playing video games as kids under the age of 18. More than half of the players report that games have helped them through difficult times in their lives, as well as providing them with an outlet for daily challenges. While there are some variations across regions, this remains consistent across most of them.
They also suggest that gaming can be a vector for learning new skills and cognitive performance. Gamers surveyed for the report say that games have helped their creativity, science, technology and culture awareness. The industry suffers from many pain points, from increased operating costs and dependence on inflexible platforms to poor communication that leads to data loss. Many require more access to data, faster localization, higher configurability, and a more thought-through approach to features that wouldn’t clutter operations. The low diversity of odds and the lack of pertinent local sports content further add to these challenges.